Critical Strikes: 11+2
Dagger Mastery: 11+3
Curses: 8
Weaken Knees, 5e 1 5s *elite
Hex. For 22 seconds, if target foe is struck while moving that foe is knocked down and Weaken Knees ends.
Black Mantis Thrust, 10e - 10s
Lead. If this attack hits, you strike for +20 damage. If target foe is suffering from a Hex, that foe is Crippled for 15 seconds.
Jungle Strike, 5e - 10s
Offhand. Must follow a lead attack. If it hits, this attack strikes for +20 damage. If it hits a foe that was Crippled, it does +29 damage.
Critical Strike, 10e - 6s
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +27 damage and results in a critical hit.
Falling Spider, 5e - 8s
Offhand. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +34 damage and target foe is Poisoned for 19 seconds.
Critical Eye, 5e - 30s
Skill. For 32 seconds, you have an additional 6% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
Rigor Mortis, 10e 2 30s
Hex. For 15 seconds, target foe cannot "block" or "evade".
Rez Sig
Weaken Knees has the potential to change the game. It's like Bull Strike, in as that it makes it dangerous to kite- except it's a thousand times easier to use. You don't have to cast this hex while the opponent is moving, you only need to hit him sometime in the next 22 seconds. It's versatile- at 5e and 5s recharge, you can focus on one poor sucker or spread the hex around for a more diffuse disruption.
The combination of Weaken Knees and Black Mantis Thrust puts the enemy in a doublebind. If they run, they'll be knocked down (and my theory says that if the first strike that hits them is BMT, they'll be KD'd and crippled). If they stay put, they'll be crippled and still hexed with Weaken Knees.
The lead -> offhand strikes both recharge in 10 seconds, and go to a dual that recharges in 6. To make better use of the dual attack, and to add additional threat to being KD'd by this Assassin, I've added Falling Spider, which recharges every 8 seconds. A foe that's been knocked down recieves a free offhand-dual combo, almost independent of the main lead-offhand-dual chain (because the recharge on Critical Strike is nearly half that of the starter chain).
Rigor Mortis is probably the best option for overall team utility, but it can be subbed for a few things. Plague Touch and Expunge Enchantments are some of the better choices, though Mark of Instability would work as well.
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